ESO PvP is a collection of mostly average players with huge egos carried by group numbers and cheesy builds but update after update is just painfully boring slow metas of groups of 35k health+ wardens in heavy armour with sword and board backbars absolutely dominating all facets of PvP. Turtling and waiting for an ult dump is mind numbingly easy and the game has just become join a group and play the same or die to it. The game’s numbers PvP numbers are lower than they’ve ever been and its not hard to see why, people are just so over this tank and spank meta and have moved on to more fun and interesting games. Weather its turtling with double ward stacking or just holding block spamming heals its just how 95% of people play because its just so easy and effective, the only other build you see is the occasional stamblade who spams cloak more than the average person swaps bars.
The easiest fixes are resource caps specifically for health (really any more than 30k does not belong in PvP, go in to an objective based BGs game and see how badly tanks ruin the experience in there), making block mitigation exponentially more expensive, making turtling far more difficult and driving a more roll, sprint and kite style of survival the meta again. make damage resource stacking do more damage, its absurd that a 38k health warden rocking malacath and balorgh has more burst potential than most other builds and nerfing the insane over performing playstyle of just stacking sheer numbers to win.
If there aren’t some serious changes to this ultra tank meta PvP game numbers will just continue to dwindle until there its tanks battling it out with siege being the only real source of damage in the game. Turtling is just beyond easy and warden and necro toolkits are disastrously overtuned for a healthy, fun PvP environment all these these need to be tuned asap.
xylena_lazarow wrote: »Individuals are less tanky than they've been in years. The problem I see is still groups stacking cross heals, mediocre groups with zero chance of actually winning an objective will try to stall the fight indefinitely by running around walls or towers in a blob of heal purge spam, demanding large numbers of pugs to actually get rid of them. Very tedious.
I don't engage them, but "ignore them or zerg them" is pretty lame PvP. And everything should die.Well you don't have to chase them around rocks and towers and such. Not everything that can be attacked has to die I cyro you know. If you find vX-ers annoying then don't engage them.
xylena_lazarow wrote: »I don't engage them, but "ignore them or zerg them" is pretty lame PvP. And everything should die.Well you don't have to chase them around rocks and towers and such. Not everything that can be attacked has to die I cyro you know. If you find vX-ers annoying then don't engage them.
ESO PvP is a collection of mostly average players with huge egos carried by group numbers and cheesy builds but update after update is just painfully boring slow metas of groups of 35k health+ wardens in heavy armour with sword and board backbars absolutely dominating all facets of PvP. Turtling and waiting for an ult dump is mind numbingly easy and the game has just become join a group and play the same or die to it. The game’s numbers PvP numbers are lower than they’ve ever been and its not hard to see why, people are just so over this tank and spank meta and have moved on to more fun and interesting games. Weather its turtling with double ward stacking or just holding block spamming heals its just how 95% of people play because its just so easy and effective, the only other build you see is the occasional stamblade who spams cloak more than the average person swaps bars.
The easiest fixes are resource caps specifically for health (really any more than 30k does not belong in PvP, go in to an objective based BGs game and see how badly tanks ruin the experience in there), making block mitigation exponentially more expensive, making turtling far more difficult and driving a more roll, sprint and kite style of survival the meta again. make damage resource stacking do more damage, its absurd that a 38k health warden rocking malacath and balorgh has more burst potential than most other builds and nerfing the insane over performing playstyle of just stacking sheer numbers to win.
If there aren’t some serious changes to this ultra tank meta PvP game numbers will just continue to dwindle until there its tanks battling it out with siege being the only real source of damage in the game. Turtling is just beyond easy and warden and necro toolkits are disastrously overtuned for a healthy, fun PvP environment all these these need to be tuned asap.
Greasytengu wrote: »The only super tanky build ive seen so far was some mist-form cheese build.
PVP will always favor those that invest into survivability, but so far I feel the proc changes have somewhat curbed the high damage tank builds that were running amok before.
Let me tell you what I think of BGs! Nah never mind. I wish both were better.Waffennacht wrote: »Any PvP in Cyrodill is lame pvp
Waffennacht wrote: »xylena_lazarow wrote: »I don't engage them, but "ignore them or zerg them" is pretty lame PvP. And everything should die.Well you don't have to chase them around rocks and towers and such. Not everything that can be attacked has to die I cyro you know. If you find vX-ers annoying then don't engage them.
Any PvP in Cyrodill is lame pvp
And this:I even summoned 4 blastbones, he survived and continued on healing, it was insane, honestly with so much healing as he did, he should have been out of recourses, but he kept on and on. Forgot to stun him on blastbones ***, but still, it was OP. Take this as you will, but I don't think players should be able to go indefinitely healing like this.
And that say stamcro, how ironic...I think they should draw the line on how tanky DPS character can be, because as of now, some players have 3 roles in one build, healer, tank and freaking DPS...
And this:I even summoned 4 blastbones, he survived and continued on healing, it was insane, honestly with so much healing as he did, he should have been out of recourses, but he kept on and on. Forgot to stun him on blastbones ***, but still, it was OP. Take this as you will, but I don't think players should be able to go indefinitely healing like this.And that say stamcro, how ironic...I think they should draw the line on how tanky DPS character can be, because as of now, some players have 3 roles in one build, healer, tank and freaking DPS...
Marcus_Aurelius wrote: »-Nerf Warden.
-Put caps for playstyles i don't like.
Can you guys just stop?
NordSwordnBoard wrote: »I consider myself better at Mag than Stam, but I'm having a blast using medium Fortified Brass to be tanky, and I'm using a majority of medium over heavy on all my stam characters.
I made the analogy last night that we switched from a slow heavy tank WWI meta to a faster more mobile mechanized WWII meta. Out-maneuvering my opponent is working better than straight tanking my opponent, at least with what I'm using. I'm using race against time like streak lol.
alberichtano wrote: »NordSwordnBoard wrote: »I consider myself better at Mag than Stam, but I'm having a blast using medium Fortified Brass to be tanky, and I'm using a majority of medium over heavy on all my stam characters.
I made the analogy last night that we switched from a slow heavy tank WWI meta to a faster more mobile mechanized WWII meta. Out-maneuvering my opponent is working better than straight tanking my opponent, at least with what I'm using. I'm using race against time like streak lol.
I find it interesting that medium is the best armor now. I mean, sure, heavy has a tad more resists, but with 7% more magic damage in all heavy is just ridiculous for a tank set. Not a fan of light taking equally heavy extra damage from weapon damage either, mind you. They could have done other drawbacks instead (eg less crit-chance for heavy sets), but more damage, to TANKS?
Where do I have to go for this tank meta? People are getting delete from 40k hp in like 2 seconds in bgs right now, definitely doesn't feel like a tank meta.
Nerfing healing on most classes and creating more damage evasion mechanics would solve the problem.
The only way they can kill someone is if it they all ult dump on the same person, but they can barely be scratched, so eventually they'll wear you down, even if it takes an hour.
Urzigurumash wrote: »Nerfing healing on most classes and creating more damage evasion mechanics would solve the problem.The only way they can kill someone is if it they all ult dump on the same person, but they can barely be scratched, so eventually they'll wear you down, even if it takes an hour.
So do we like perma-kiting and prefer it be the only viable playstyle? "Kite until Ult" seems to be a popular alternative to the venerable Akaviri martial tradition of "Block until Ult", I don't really see that one is all that much more fun to play or play against than the other.
Sorc mains will say "Kiting is more virtuous, to sit still in combat is lazy"
DK mains will say "Blocking is more virtuous, to flee from combat is cowardly"